所有vertex shader传入数据Vertex改名为Position
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@@ -1,6 +1,6 @@
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#version 450 core
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layout(location = 0) in vec3 Vertex;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 2) in vec3 Normal;
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layout(location = 3) in vec3 Tangent;
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@@ -33,7 +33,7 @@ layout(location = 3) out vec2 FragmentTexCoord;
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void main()
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{
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vec4 pos=vec4(Vertex,1.0)*pc.local_to_world;
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vec4 pos=vec4(Position,1.0)*pc.local_to_world;
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gl_Position=pos*world.mvp;
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